![]() Q: what incentive is there for the devs for luring people into online play?Ī: Having a healthy player population will sell more titles, if everyone played single player, the game would appear abandoned. Now, A lot of people on this subreddit don't agree with PvP being the real end game, which makes sense due to the percentage of plugy/grail type players on here, but it's still true. Since PvP is the only real end game in diablo 2 due to the lack of challenging PvE/PvM end game, the idea of starting fresh to PvPers served no real purpose. These days most online ARPGs seem to follow this seasonal model from the start, PoE actually has league exclusives and people don't really care, but there is also no single player in that game, and PvP may as well not exist, so it's not quite the same situation.ĭ2 is also a little different because it's the only ARPG with functional PvP. Throw in some exclusives, suddenly people want to play with new toys so they play ladder. They needed the incentive because people had been playing for years and the idea of a new start for no reason was not super appealing. Keep in mind that D2 LoD was the first game to do this (to my knowledge). It made sense back then, at least for the first one, they needed an incentive to get people to play ladder. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Threadĭ2R being completely new start for everyone, it makes 0 fucking sense whatsoever to keep those incentives in, there's no benefit to it.
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